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| #1the_yetimanJun 24, 2008 17:28:30 | I was sitting around with nothing to do a few days ago when I decided to try using the DM's Toolbox section of the DMG to make some monsters. It wasn't a big leap from there to try and make some Eberron-specific enemies while at the same time filling in some of the level/role gaps in the MM (such as the lack of low level soldiers and controllers). These are homemade and I haven't had a chance to playtest them so be warned that they may be unbalanced, but I did try to compare them to similar monsters of appropriate level in the MM (maybe more than Wizards themselves; why a Zombie Rotter is a 3rd level minion but worse than any first level minion will remain a mystery to me). They're also all low to mid-range heroic tier. Go ahead with any suggestions or comments you want. In fact, I'll start you off: some of the Emerald Claw are relatively generic and thus suitable as standard Human (Whatevers), but lack something mechanical that identifies them as members of the order. Cults of the Dragon Below Dragon Below Devotee Level 1 Soldier Medium natural humanoid XP 100 Initiative +3 Senses Perception +0 HP 31; Bloodied 15 AC 17 Fortitude 14 Reflex 13 Will 11 Speed 6 [M] War Pick (standard; at-will) * Weapon +8 vs. AC; 1d8+3 damage and the target is marked until the end of the devotee's next turn. M Hamstring (standard; at-will) * Weapon +8 vs. AC; 1d8+3 damage and the target is slowed (save ends). B Blind Devotion (immediate reaction when first bloodied; encounter) * Weapon Close burst 1; +9 vs. AC; 1d8+6 damage. Alignment: Chaotic Evil Languages: Common, Deep Speech Str 17 (+3) Dex 12 (+1) Wis 10 (+0) Con 15 (+2) Int 10 (+0) Cha 8 (-1) Equipment: hide armor, light shield, war pick -------------------------------------------------------------------------- Dragon Below Initiate Level 2 Controller Medium natural humanoid XP 125 Initiative +0 Senses: Perception +3 HP 28; Bloodied 14 AC 15 Fortitude 14 Reflex 14 Will 15 Speed 6 [M] War Pick (standard; at-will) * Weapon +5 vs. AC; 1d8+1 damage (crit 1d8+9). M Whispers of Khyber (standard; encounter) * Psychic +4 vs. Will; The target is stunned (save ends) A Burst of Madness (standard; recharge 5, 6) * Psychic Area burst 1 within 10; +4 vs. Will; 1d10+3 psychic damage and the initiate slides the target 1 square. Alignment: Chaotic Evil Languages: Common, Deep Speech Skills: Religion +7 Str 15 (+3) Dex 10 (+1) Wis 16 (+4) Con 12 (+2) Int 13 (+2) Cha 9 (+0) Equipment: leather armor, light shield, war pick -------------------------------------------------------------------------- Dragon Below Haruspex Level 5 Elite Controller (Leader) Medium natural humanoid XP 400 Aura of Fortune aura 10; allies in the aura gain a +1 to AC and all defenses. HP 160; Bloodied 80 AC 21 Fortitude 17 Reflex 15 Will 20 Speed 6 [M] Dagger (standard; at-will) * Weapon +7 vs. AC; 1d4 damage and the haruspex slides the target 3 squares. R Stumble (standard; at-will) Ranged 10; +9 vs. Reflex; 1d6+4 and the target takes a -2 penalty to AC until the end of the haruspex's next turn. R Misfortune (immediate interrupt when the haruspex or an ally is hit by a melee or ranged attack; recharge 6) Ranged 10; the attacker must reroll the attack roll, taking the second result. R Auspicious Command (standard; at-will) Ranged 10; the ally makes a melee basic attack with a +4 to hit. B Malediction (standard; recharges when first bloodied) * Psychic Close blast 5; +8 vs. Will; 2d6+4 psychic damage and the target is stunned (save ends). Afteraffect: the target takes a -4 penalty to attack rolls (save ends). Alignment: Chaotic Evil Languages: Common, Deep Speech Skills: Arcana +10, Dungeoneering +11, Religion +10 Str 11 (+2) Dex 12 (+3) Wis 18 (+6) Con 16 (+5) Int 16 (+5) Cha 14 (+4) Equipment: robes, sacrificial dagger Dolgrim Dolgrim Skirmisher Level 3 Skirmisher Small aberrant humanoid XP 150 Initiative +6 Senses: Perception +2 HP 44; Bloodied 22 AC 17 Fortitude 15 Reflex 15 Will 14 Speed 6 [M] Mace (standard; at-will) * Weapon +7 vs. AC; 1d8+3 damage [R] Crossbow (standard; at-will) * Weapon Ranged 15/30; +7 vs. AC; 1d8+3 damage M Melee-Ranged Assault (standard; at-will) * Weapon The dolgrim makes a basic melee attack, then shifts one square and makes a basic ranged attack. Four Arms The dolgrim is considered equipped with its mace and shield as well as its crossbow at the same time. It does not take opportunity attacks from using ranged attacks in melee and does not need to take any action to switch between the two weapons. Dual Consciousness A dolgrim has no limit on the number of opportunity attacks it can make in one round. Alignment: Chaotic Evil Languages: Deep Speech Skills: Athletics +9 Str 17 (+4) Dex 17 (+4) Wis 12 (+2) Con 12 (+2) Int 8 (+0) Cha 6 (-1) Equipment: leather armor, mace, light shield, crossbow with 20 bolts -------------------------------------------------------------------------- Dolgrim Footsoldier Level 4 Soldier Small aberrant humanoid XP 175 Initiative +4 Senses: Perception +3 HP 56; Bloodied 28 AC 20 Fortitude 17 Reflex 15 Will 14 Speed 5 [M] Handaxe (standard; at-will) * Weapon +8 vs. AC; 1d6+4 damage. [M] Longsword (standard; at-will) * Weapon +9 vs. AC; 1d8+4 damage. M Melee Assault (standard; at-will) * Weapon The dolgrim makes a longsword attack against the target. If it hits, it makes a secondary attack against the same target with its handaxe. If both attacks hit, the target is also slowed (save ends). Four Arms The dolgrim is considered equipped with its handaxe and shield as well as its longsword at the same time. It does not need to take any action to switch between the two weapons. Dual Consciousness A dolgrim has no limit on the number of opportunity attacks it can make in one round. Alignment: Chaotic Evil Languages: Deep Speech Skills: Endurance +10 Str 18 (+6) Dex 15 (+4) Wis 12 (+3) Con 16 (+5) Int 9 (+1) Cha 6 (+0) Equipment: scale armor, handaxe, greatsword (small-sized) Karrnathi Undead Karrnathi Skeleton Level 5 Skirmisher Medium animate humanoid (undead) XP 200 Initiative +7 Senses: Perception +4; darkvision HP 62; Bloodied 31 AC 19 Fortitude 18 Reflex 17 Will 16 Immune: disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 6 [M] Scimitar (standard; at-will) * Weapon +10 vs. AC; 1d8+4 damage (crit 1d8+12). M Dual Scimitars (standard; at-will) * Weapon The Karrnathi skeleton makes two scimitar attacks against the target. If both attacks hit, the target takes ongoing 5 damage (save ends). M Offensive Advance (standard; at-will) * Weapon The Karrnathi skeleton shifts up to 3 squares before or after it makes a basic melee attack. Alignment: Unaligned Languages: Common Skills: Athletics +11 Str 18 (+6) Dex 16 (+5) Wis 15 (+4) Con 14 (+4) Int 12 (+3) Cha 10 (+2) Equipment: breastplate, 2 scimitars -------------------------------------------------------------------------- Karrnathi Zombie Level 5 Soldier Medium animate humanoid (undead) XP 200 Initiative +4 Senses: Perception +4; darkvision HP 64; Bloodied 32 AC 22 Fortitude 18 Reflex 17 Will 18 Immune: disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4 [M] Longsword (standard; at-will) * Weapon +13 vs. AC; 1d8+4 damage. M Relentless Advance (standard; at-will) * Weapon +13 vs. AC; 1d8+4 damage and the target is pushed 1 square. The Karrnathi zombie can then shift into the square the target occupied before as a free action. Unwavering When an effect would force the Karrnathi zombie to move - through a pull, a push, or a slide - the zombie moves 1 square less than the effect specifies. Alignment: Unaligned Languages: Common Skills: Endurance +10 Str 19 (+6) Dex 10 (+2) Wis 14 (+4) Con 16 (+5) Int 12 (+3) Cha 10 (+2) Equipment: plate armor, light shield, longsword The Order of the Emerald Claw Emerald Claw Crossbowman Level 1 Artillery Medium natural humanoid XP 100 Initiative +3 Senses: Perception +2 HP 24; Bloodied 12 AC 14 Fortitude 14 Reflex 14 Will 13 Speed 6 [M] Short Sword (standard; at-will) * Weapon +6 vs. AC; 1d6+3 damage. [R] Crossbow (standard; at-will) * Weapon Ranged 15/30; +6 vs. AC; 1d8+3 damage; see also special bolts. Special Bolts The crossbowman carries 3 special bolts, chosen from the types listed below, that can be fired from its crossbow. A special bolt attack that hits deals normal damage and has an additional effect depending on its type: Armor-Piercing Bolt: Targets the enemy's Reflex Defense instead of AC. Barbed Bolt: The target is slowed (save ends). Serrated Bolt: The target takes an additional 1d6 damage. Alignment: Evil Languages: Common Str 16 (+3) Dex 17 (+3) Wis 14 (+2) Con 12 (+1) Int 10 (+0) Cha 10 (+0) Equipment: leather armor, shortsword, crossbow with 20 bolts, 3 special bolts (see above) -------------------------------------------------------------------------- Emerald Claw Soldier Level 2 Soldier Medium natural humanoid XP 125 Initiative +5 Senses: Perception +2 HP 38; Bloodied 19 AC 18 Fort 14 Ref 14 Will 12 Speed 5 [M] Flail (standard; at-will) * Weapon +7 vs. AC; 1d10+3 damage, and the target is marked until the end of the soldier's next turn. [R] Crossbow (standard; at-will) * Weapon Ranged 15/30; +6 vs. AC; 1d8 + 2 damage. M Combat Challenge (immediate interupt, when an adjacent marked enemy shifts or attacks an enemy besides the Emerald Claw soldier; at-will) * Weapon The Emerald Claw soldier makes a melee basic attack against the marked target. Alignment: Evil Languages: Common Skills: Intimidate +6 Str 17 (+4) Dex 14 (+3) Wis 12 (+2) Con 14 (+3) Int 10 (+1) Cha 10 (+1) Equipment: chainmail, flail, crossbow with 10 bolts -------------------------------------------------------------------------- Emerald Claw Assassin Level 3 Lurker Medium natural humanoid XP 150 Initiative +9 Senses: Perception +3 HP 38; Bloodied 19 AC 18 Fortitude 15 Reflex 16 Will 15 Speed 6 [M] Poisoned Dagger (standard; at-will) * Poison, Weapon +8 vs. AC; 1d4+5 damage and 5 ongoing poison damage (save ends) R Poisoned Dagger (standard; at-will) * Poison, Weapon Ranged 5/10; +8 vs. AC; 1d4+5 damage and 5 ongoing poison damage (save ends). B Smoke Bomb (minor; encounter) * Zone Close burst 1; the zone grants concealment to all inside of it. It persists until the end of the assassin's next turn. Combat Advantage The Emerald Claw assassin deals an extra 1d6 damage on melee attacks against any target it has combat advantage against. Alignment: Evil Languages: Common Skills: Athletics +7, Stealth +10, Thievery +10 Str 12 (+2) Dex 18 (+5) Wis 14 (+3) Con 14 (+3) Int 16 (+4) Cha 10 (+1) Equipment: leather armor, 5 poisoned daggers, smoke bomb, thieves' tools -------------------------------------------------------------------------- Emerald Claw Minion Level 3 Minion Medium natural humanoid XP 38 Initiative +5 Senses: Perception +0 HP 1: a missed attack never damages a minion AC 18 Fortitude 15 Reflex 16 Will 11 Speed 5 [M] Longsword (standard; at-will) * Weapon +6 vs. AC; 5 damage Alignment: Evil Languages: Common Str 18 (+4) Dex 16 (+3) Wis 10 (+0) Con 14 (+2) Int 10 (+0) Cha 10 (+0) Equipment: chainmail, longsword -------------------------------------------------------------------------- Emerald Claw Blood Magus Level 4 Controller Medium natural humanoid XP 175 Initiative +4 Senses: Perception +5 HP 38; Bloodied 19 AC 18 Fortitude 15 Reflex 17 Will 16 Speed 6 [M] Dagger (standard; at-will) * Weapon +7 vs. AC; 1d4 damage. R Sanguinary Scourge (standard; at-will) +6 vs. Fortitude; 1d6+4 damage and the target takes a -2 to attack rolls until the end of the blood magus' next turn. R Blood Curse (standard; recharge 5, 6) Ranged 10; +6 vs. Will; the target takes 3d6+2 damage if it attacks during its turn (save ends). A Boiling Blood (standard; encounter) * Fire Area burst 1 within 10; +4 vs. Fortitude; 1d10+4 fire damage and the target is weakened (save ends). A Freezing Blood (standard; encounter) * Cold Area burst 1 within 10; +4 vs. Fortitude; 1d10+4 cold damage and the target is immobilized (save ends). Alignment: Evil Languages: Common, Elven Skills: Arcana +11, Religion +11 Str 10 (+2) Dex 12 (+4) Wis 16 (+5) Con 14 (+4) Int 18 (+6) Cha 10 (+2) Equipment: robes, dagger -------------------------------------------------------------------------- Emerald Claw Captain Level 5 Soldier (Leader) Medium natural humanoid XP 200 Initiative +7 Senses: Perception +4 Commander's Presence: aura 10; allies in the aura gain a +2 power bonus to damage rolls. HP 62; Bloodied 31 AC 21 Fortitude 20 Reflex 20 Will 18 Speed 5 [M] Longsword (standard; at-will) * Weapon +12 vs. AC; 1d8+4 damage. M Vicious Strike (standard; at-will) * Weapon +12 vs. AC; 1d8+4 damage and the captain grants an ally adjacent to the target a melee basic attack against the target as a free action with a +3 to the attack roll. R The Consequences of Failure (immediate reaction; encounter) * Healing Ranged 10; when a humanoid ally of level no greater than the captain's + 2 is reduced to 0 hit points; the target stands as a free action with hit points equal to one half its bloodied value. This power does not affect minions. Alignment: Evil Languages: Common Skills: Intimidate +11 Str 19 (+6) Dex 16 (+5) Wis 12 (+3) Con 14 (+4) Int 13 (+3) Cha 16 (+5) Equipment: scalemail, heavy shield, longsword -------------------------------------------------------------------------- Emerald Claw Agent Level 6 Elite Soldier Medium natural humanoid XP 500 Initiative +8 Senses: Perception +6 HP 168; Bloodied 84 AC 24 Fortitude 21 Reflex 18 Will 20 Saves +2 Speed 5 [M] Blade of the Emerald Claw (standard; at-will) * Weapon +13 vs. AC; 1d10+5 damage and the target is marked until the end of the agent's next turn. Miss: The agent makes a secondary attack against a different target; +13 vs. AC; 1d10+5 damage. M Bleeding Cut (standard; recharge 5, 6) * Weapon +13 vs. AC; 2d10+5 damage and the target takes ongoing 5 damage (save ends). Devotion of the Claw (when first bloodied; encounter) The Emerald Claw agent gains a +4 to damage rolls for the rest of the encounter Alignment: Evil Languages: Common Skills: Athletics +13, Intimidate +9 Str 20 (+8) Dex 16 (+6) Wis 16 (+6) Con 14 (+5) Int 10 (+3) Cha 12 (+4) Equipment: scalemail, greatsword -------------------------------------------------------------------------- Emerald Claw Necromancer Level 6 Controller (Leader) Medium natural humanoid XP 250 Initiative +4 Senses: Perception +5 Aura of Death and Devotion: aura 5; undead allies that start their turns in the aura regain 3 hit points while living allies gain a +1 power bonus to attack rolls while in the aura. HP 68; Bloodied 34 AC 19 Fortitude 14 Reflex 17 Will 17 Speed 6 [M] Mace (standard; at-will) * Weapon +7 vs. AC; 1d8 damage. R Necrotic Bolt (standard; at-will) * Necrotic +10 vs. Fortitude; 1d6+4 necrotic damage and the target is weakened until the end of the necromancer's next turn. R For the Claw (standard; recharge 5, 6) Ranged 5; target ally can shift up to 4 squares, making a basic melee attack at any point during the movement. A Dark Sacrifice (standard; encounter) * Necrotic Area burst 1 within 10; +8 vs. Reflex; 3d6+4 necrotic damage; must be centered on an undead ally, that ally is destroyed by this power. Alignment: Evil Languages: Common, Elven Skills: Arcana +12, Religion +12 Str 10 (+3) Dex 12 (+4) Wis 14 (+5) Con 12 (+4) Int 19 (+7) Cha 15 (+5) Equipment: robes, death mask, mace |
| #2snarky_monkeyJun 24, 2008 18:15:44 | Nice work, been thinking of doing something similar. By the way, if you download the Keep on the Shadowfell enhancement article for Eberron, they have stated both the Dolgrim (in the form of Ironteeth) and the Dolgaunt.![]() |
| #3igotsmeakabobJun 24, 2008 23:50:05 | Fantastic. I love these threads. |